how is something this good this underrated?? hope the algorithm pushes you so more people can see your work, it's looking fantastic
@etansolrac77345 ай бұрын
Hey I appreciate that! I will keep working till it does!
@impala671644 ай бұрын
No way i hope one day il get good at this stuff like you in order to be able to make smth similar to spirit tracks and phantom hourglass
@etansolrac77344 ай бұрын
Ohhhh Spirit tracks would be great to see in Unreal- a super underrated game imo. I hope you start your journey soon!
@rybread695 ай бұрын
Hell yeah dude, this is looking better and better. I love this version of Link, the face gestures are great.
@etansolrac77345 ай бұрын
Thanks dude
@mebrad134 ай бұрын
You are so freaking smart and talented. Keep up the amazing work man!
@etansolrac77343 ай бұрын
I appreciate that!
@TheGodhan4 ай бұрын
Man I can't wait to try this out , if you need testing done pm me , I have unreal 5.4 on my comp. This game is one of my all time favorites.
@etansolrac77344 ай бұрын
It's one of my favorites too (obviously) and I'll definitely consider testing soon. We're still in baby stages here and don't even have a sturdy method to send an .exe to anyone lol
@jjrivera50815 ай бұрын
Omg I love wind waker wind waker is my life
@mikereisert28034 ай бұрын
The arms being visible while swimming however looks weird af
@mikereisert28034 ай бұрын
Let me just add, this is suppossed to be a constructive critic, the project itself is great!
@etansolrac77344 ай бұрын
Don't worry, I completely understand! I am aware of the floating arms and stuff. It needs an actual water ripple effect and a water trail effect first before I polish that and even before that, I gotta polish the code a bit lol. It's a mess. I only show the things that work kinda right with selective camera angles lol 😉
@sdailey5 ай бұрын
How did you manage to get the eyes/eyebrows to render above the hair? Is it using a seperate mesh and custom stencils?
@etansolrac77345 ай бұрын
Neither, though I think that would yield a better result. I'm currently using the "CameraOffset" node in the material, and plugging the "camera offset" output (not the clamped one) into the world position offset. Adjusting the offset amount scalar strengthens the effect but you have to tweak it to get it just right. Which I haven't lol